Marianna Obrist

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In this article we present the findings of two ethnographic studies embedded into two broader projects on interactive television in the home environment. Based on previous research on the home context and inspired by ongoing trends around interactive television, we explored basic concepts, such as the extended home, and new interaction techniques, in(More)
The recent shift of emphasis to user experience (UX) has rendered it a central focus of product design and evaluation. A multitude of methods for UX design and evaluation exist, but a clear overview of the current state of the available UX evaluation methods is missing. This is partly due to a lack of agreement on the essential characteristics of UX. In(More)
Technologies for capturing and generating smell are emerging, and our ability to engineer such technologies and use them in HCI is rapidly developing. Our understanding of how these technologies match the experiences with smell that people have or want to have is surprisingly limited. We therefore investigated the experience of smell and the emotions that(More)
We present a methodological variation of cultural probing called playful probing. In playful probing games are developed according to the area investigated, to enhance participants’ involvement in the studies. The games are used as additional probing material and enhance participants’ involvement. Based on an experimental case study with 40 households(More)
Touch is a powerful vehicle for communication between humans. The way we touch (how) embraces and mediates certain emotions such as anger, joy, fear, or love. While this phenomenon is well explored for human interaction, HCI research is only starting to uncover the fine granularity of sensory stimulation and responses in relation to certain emotions. Within(More)
Within this paper we present the results from a field study conducted to evaluate a cross platform six key navigation model and its unified user interface for an electronic program guide (EPG) application running on the TV, PC, and mobile phone. The application was evaluated on all three devices with four selected families in their real home environment.(More)
The task of this article is to focus on aspects of design from a theoretical perspective that works out a general framework of techno-social design that is grounded in the notion of the participatory, cooperative, sustainable information society. The approach is normative in that it is based on the judgment that not just any information society is needed,(More)